RealmForge is a .NET 3D game engine predecessor to Visual3D.NET (www.visual3d.net), which is a framework and toolset for the visual design and development of 3D games, simulations, and interactive environments using C#, .NET 2.0, visual scripting, and the XNA Framework.

What's New in This Release:

· Access InGame Editor· Press F11 with any application to toggle the InGame Editor on and off for editing games at runtime

· Devtools have been factored out of WorkspaceManager and are organized as simple and extendible or plugins

· Input focus fix· Input isn't handled when working with the devtools· Clicking on the render window will remove focus from devtools, enabling input again

· DragDrop Scene Creation· Drag templates from the Scene Object Templates window onto the Scene window· Reorganize the scene graph in the scene window and the templates in the Scene Object Templates window · Click on nodes in the Scene window to select them

· Property Editing:· Select nodes by clicking on them in the render window or Scene window and edit their properties in the Properties window (Property Inspector)· Select components (such as the rendering engine or application) from the Components menu in the InGame Editor to edit their properties· The properties are grouped and have descriptions and any custom properties added will show up as well· New properties and ways of editing properties (especially collections) will be added in the future as well as fixes for properties like Orientation angles, Absolute Position, Direction, etc that may not work properly at the moment.

· About Box:· The Help > About RealmForge GDK menu item now shows the About Box properly with information about the project and its developers.

· Event Editing:· Click on the "View > Event Scripting Designer" menu item to work with the designer to visually script events· Selecting a target from the dropdown list and an event from the list right below it· Drag scripts from the Tree of all scripts or from the list of named delegates· Add any method in the entire framework or from plugins that has a void SimpleMethod() or void Script(object owner, object args) signature by specifying the fully qualified (include namespace) class name and members (fields and properties) that need to be traversed to get to it from a static member of that class· You can leave the class name empty an will default to the RealmForge.RF, the singleton aggregator.

· Saving your game:· The File > Save menu item now actually works and will save the current scene (for applications that load the scene from a master module, doesn't work for the Sample Browser tech demos yet). This feature is buggy and verbose, however since it is finally supported it won't be long before the editor will be fully usable for game development!